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  • Game Master
  1. Wretch under the Mistletoe
  2. Lore

III. The Disciplines of Aurelthrym

Oh goodness, once someone figured out you could bolt magic into metal without the metal immediately combusting, the ideas multiplied. Artifice in Aurelthrym is not a single discipline so much as a collection of enthusiastic solutions to the same problem: magic is powerful, inconsistent, and does not care if you are standing there.
“to be fair it was very shiny and I can’t be held accountable”

Artificers do not cast spells in the traditional sense. They negotiate with magic using tools, which magic seems to respect in the same way a wild animal respects a sturdy fence... Sometimes.

A Very Important Note on Elemental Magic:

Fire, frost, lightning, acid, and the like are properties of devices, not class features. If an artificer is throwing fire, it is because the hammer is on fire, the lance is on fire, or the device is very clearly labeled... “FIRE (DO NOT SHAKE).”
This distinction matters greatly to artificers and not at all to anyone being hit by it.


Resonance Artificers

  • Do not create magic, but interfere with it. Boost, twist, extend, or politely explode spells mid-flight.

  • Thrive near magical activity. Make enemies shout: “WHAT THE F**K?”
    “Adjusted for crude language”

Mage Artificers

  • Blend traditional spell-casting with mechanical control.

  • Load spell-forms into devices. Reliable, repeatable, sequenceable. Less explosive, terrifyingly consistent.

Force Bards

Weaponize voice via harmonic devices. Healing, bolstering, or flattening enemies depending on pitch and intent. Insist they are not shouting.


The Aether-armed

A term for your traditional adventuring classes that haven been equipped with force weapons made by the artificers of Aurelthrym. Much more predictable magic outcomes but have a hell of a wallop. The crater in my neighbors yard a testament to that, still hasn’t spoken to me.

Abilities

  • Store raw arcane pressure, release it via Impact Lances, Force Gauntlets, shields, and blunt weapons such as hammers, mauls, shields. Shockwaves guaranteed. Educational if aimed at armor.

  • Cast concentrated arcs of said arcane magic using swords, daggers, anything with a blade once or twice per long rest. Precise, loud, occasionally alarming.


Rangers of Aurelthrym

Arcward Rangers survive, track, and fight in areas where magic surges unpredictably. They do not suppress magic; they read it.

  • Track magical disturbances like footprints.

  • Anticipate surges, backlash, and ley-shifts redirecting its flow towards enemies.

  • Use modular artificer gear—grappling lines, stabilizers, elemental heads—without casting spells themselves.

If something dangerous escaped the Whispering Arcs, an Arcward Ranger is already following it.


Wild Mages (Because One Kind Was Never Enough)

Wild Mages reject containment. They remove focus rings once per long rest to let magic surge freely. Surgebound Mages take this further: they ride waves of magical chaos always at the risk of overheating, chaining effects together. Spectacular, unpredictable, occasionally fatal to themselves.

  • Scars, mutations, and magical deformities are marks of prestige.

  • Collateral damage is someone else’s problem.

  • They do not seek balance. They seek to feel limitless.